diff Player.cpp @ 1780:01b3c314e9be

Player::SetVariable moved most of the conditions into a switch
author Grumpy7
date Thu, 03 Oct 2013 05:27:54 +0200
parents 50e91a820f6f
children 7b42e79eb2d0
line wrap: on
line diff
--- a/Player.cpp	Wed Oct 02 08:51:43 2013 +0200
+++ b/Player.cpp	Thu Oct 03 05:27:54 2013 +0200
@@ -5438,554 +5438,570 @@
     currPlayerId = 2;
   else if ( this == pPlayers[4] )
      currPlayerId  = 3;
-  if ( var_type > VAR_AutoNotes )
-  {
-    if ( var_type <= VAR_GoldInBank )
-    {
-      if ( var_type == VAR_GoldInBank )
+
+
+  if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
+  {
+    if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
+    {
+      pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
+      if (pStorylineText->StoreLine[var_type - VAR_History_0].pText)
       {
-        pParty->uNumGoldInBank = var_value;
-        return;
+        bFlashHistoryBook = 1;
+        PlayAwardSound(currPlayerId);
       }
-      if ( var_type <= VAR_Counter10 )
+    }
+    return;
+  }
+
+  if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
+  {
+    byte_5E4C15[var_type] = var_value;
+    return;
+  }
+
+  if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
+  {
+    pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed;    //*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44532] = LODWORD(pParty->uTimePlayed);, *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44536] = HIDWORD(pParty->uTimePlayed
+    PlayAwardSound(currPlayerId);
+    return;
+  }
+
+  switch ( var_type )
+  {
+    case VAR_Sex:
+      this->uSex = (PLAYER_SEX)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Class:
+      this->classType = (PLAYER_CLASS_TYPE)var_value;
+      if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH )
       {
-        if ( (signed int)var_type >= 0xF5 )
+        for (int i = 0; i < 138; i++)
         {
-          pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed; //           *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44300] = LODWORD(pParty->uTimePlayed);*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44304] = HIDWORD(pParty->uTimePlayed);
-          return;
+          if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY)
+          {
+            this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL;
+            this->pOwnItems[i].uHolderPlayer = currPlayerId + 1;
+          }
+        }
+        if ( this->sResFireBase < 20 )
+          this->sResFireBase = 20;
+        if ( this->sResAirBase < 20 )
+          this->sResAirBase = 20;
+        if ( this->sResWaterBase < 20 )
+          this->sResWaterBase = 20;
+        if ( this->sResEarthBase < 20 )
+          this->sResEarthBase = 20;
+        this->sResMindBase = 200;
+        this->sResBodyBase = 200;
+        v11 = this->GetSexByVoice();
+        this->uPrevVoiceID = this->uVoiceID;
+        this->uPrevFace = this->uCurrentFace;
+        if ( v11 )
+        {
+          this->uCurrentFace = 21;
+          this->uVoiceID = 21;
         }
         else
         {
-          switch ( var_type )
-          {
-            case VAR_PlayerBits:
-              _449B7E_toggle_bit((unsigned char *)field_1A50, var_value, 1u);
-              return;
-            case VAR_NPCs2:
-              pParty->field_709 = 0;
-              LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u;
-              pParty->CountHirelings();
-              viewparams->bRedrawGameUI = true;
-              return;
-            case VAR_NumSkillPoints:
-              this->uSkillPoints = var_value;
-              return;
-          }
+          this->uCurrentFace = 20;
+          this->uVoiceID = 20;
         }
-        return;
+        ReloadPlayerPortraits(currPlayerId, this->uCurrentFace);
       }
-      if ( var_type <= VAR_Counter10 )
-        return;
-      if ( (signed int)var_type <= VAR_UnknownTimeEvent19 )
-      {
-        pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed;    //*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44532] = LODWORD(pParty->uTimePlayed);, *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44536] = HIDWORD(pParty->uTimePlayed
-        PlayAwardSound(currPlayerId);
-        return;
-      }
-      else
-      {
-        if ( var_type == VAR_ReputationInCurrentLocation )
-        {
-          v24 = &pOutdoor->ddm;
-          if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
-            v24 = &pIndoor->dlv;
-          v24->uReputation = var_value;
-          if ( var_value > 10000 )
-            v24->uReputation = 10000;
-          return;
-        }
-        if ( var_type >= VAR_History_0 && var_type <= VAR_History_28 && !pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
-        {
-          pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
-          if (pStorylineText->StoreLine[v22].pText)
-          {
-            bFlashHistoryBook = 1;
-            PlayAwardSound(currPlayerId);
-          }
-          return;
-        }
-      }
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_CurrentHP:
+      this->sHealth = var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MaxHP:
+      this->sHealth = GetMaxHealth();
+      return;
+    case VAR_CurrentSP:
+      this->sMana = var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MaxSP:
+      this->sMana = GetMaxMana();
+      return;
+    case VAR_ACModifier:
+      this->sACModifier = (unsigned __int8)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
       return;
-    }
-    if ( var_type != 307 )
-    {
-      switch ( var_type )
-      {
-        case 308:
-          pParty->uNumBountiesCollected = var_value;
-          return;
-        case 309:
-          pParty->uNumPrisonTerms = var_value;
-          return;
-        case 310:
-          pParty->uNumArenaPageWins = var_value;
-          return;
-        case 311:
-          pParty->uNumArenaSquireWins = var_value;
-          return;
-        case 312:
-          pParty->uNumArenaKnightWins = var_value;
-          return;
-        case 313:
-          pParty->uNumArenaLordWins = var_value;
-          return;
-      }
+    case VAR_BaseLevel:
+      this->uLevel = (unsigned __int8)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LevelModifier:
+      this->sLevelModifier = (unsigned __int8)var_value;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Age:
+      this->sAgeModifier = var_value;
       return;
-    }
-    pParty->uNumDeaths = var_value;
-    return;
-  }
-  if ( var_type == VAR_AutoNotes )
-  {
-    if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_autonote_bits[((signed __int16)var_value - 1) >> 3])
-      //&& (&dword_723718_autonote_related)[8 * a3] )
-	  && pAutonoteTxt[var_value-1].pText )
-    {
+    case VAR_Award:
+      if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & 
+		this->_achieved_awards_bits[((signed __int16)var_value - 1)/ 8]) //&& dword_723E80_award_related[2 * a3] )
+	&& pAwards[var_value].pText )
+      {
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+        PlayAwardSound(currPlayerId);
+        this->PlaySound(SPEECH_96, 0);
+      }
+      _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u);
+      return;
+    case VAR_Experience:
+      this->uExperience = var_value;
       pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-      this->PlaySound(SPEECH_96, 0);
-      bFlashAutonotesBook = 1;
-      _506568_autonote_type = pAutonoteTxt[var_value-1].eType;// dword_72371C[2 * a3];
-    }
-    _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1u);
-    PlayAwardSound(currPlayerId);
-    return;
-  }
-  if ( var_type <= VAR_ActualMight )
-  {
-    if ( var_type != VAR_ActualMight )
-    {
-      switch ( var_type )
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_QBits_QuestsDone:
+      if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_quest_bits[((signed __int16)var_value - 1) >> 3])// && (&dword_722F10)[4 * a3] )
+		&& pQuestTable[var_value-1] )
       {
-        case VAR_RandomGold:
-          v6 = rand() % var_value + 1;
-          Party::SetGold(v6);
-          sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold
-          ShowStatusBarString(pTmpBuf.data(), 2u);
-          GameUI_DrawFoodAndGold();
-          return;
-        case VAR_RandomFood:
-          v7 = rand() % var_value + 1;
-          Party::SetFood(v7);
-          sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food
-          ShowStatusBarString(pTmpBuf.data(), 2u);
-          GameUI_DrawFoodAndGold();
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_Sex:
-          this->uSex = (PLAYER_SEX)var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_Class:
-          this->classType = (PLAYER_CLASS_TYPE)var_value;
-          if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH )
-          {
-            for (int i = 0; i < 138; i++)
-            {
-              if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY)
-              {
-                this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL;
-                this->pOwnItems[i].uHolderPlayer = currPlayerId + 1;
-              }
-            }
-            if ( this->sResFireBase < 20 )
-              this->sResFireBase = 20;
-            if ( this->sResAirBase < 20 )
-              this->sResAirBase = 20;
-            if ( this->sResWaterBase < 20 )
-              this->sResWaterBase = 20;
-            if ( this->sResEarthBase < 20 )
-              this->sResEarthBase = 20;
-            this->sResMindBase = 200;
-            this->sResBodyBase = 200;
-            v11 = this->GetSexByVoice();
-            this->uPrevVoiceID = this->uVoiceID;
-            this->uPrevFace = this->uCurrentFace;
-            if ( v11 )
-            {
-              this->uCurrentFace = 21;
-              this->uVoiceID = 21;
-            }
-            else
-            {
-              this->uCurrentFace = 20;
-              this->uVoiceID = 20;
-            }
-            ReloadPlayerPortraits(currPlayerId, this->uCurrentFace);
-          }
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_CurrentHP:
-          this->sHealth = var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_MaxHP:
-          this->sHealth = GetMaxHealth();
-          return;
-        case VAR_CurrentSP:
-          this->sMana = var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_MaxSP:
-          this->sMana = GetMaxMana();
-          return;
-        case VAR_ACModifier:
-          this->sACModifier = (unsigned __int8)var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BaseLevel:
-          this->uLevel = (unsigned __int8)var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_LevelModifier:
-          this->sLevelModifier = (unsigned __int8)var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_Age:
-          this->sAgeModifier = var_value;
-          return;
-        case VAR_Award:
-          if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & 
-			  this->_achieved_awards_bits[((signed __int16)var_value - 1)/ 8])
-            //&& dword_723E80_award_related[2 * a3] )
-			&& pAwards[var_value].pText )
-          {
-            pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-            PlayAwardSound(currPlayerId);
-            this->PlaySound(SPEECH_96, 0);
-          }
-          _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u);
-          return;
-        case VAR_Experience:
-          this->uExperience = var_value;
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_QBits_QuestsDone:
-          if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_quest_bits[((signed __int16)var_value - 1) >> 3])
-           // && (&dword_722F10)[4 * a3] )
-		   && pQuestTable[var_value-1] )
-          {
-            bFlashQuestBook = 1;
-            pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-            PlayAwardSound(currPlayerId);
-            this->PlaySound(SPEECH_93, 0);
-          }
-          _449B7E_toggle_bit(pParty->_quest_bits, var_value, 1u);
-          return;
-        case VAR_PlayerItemInHands:
-          item.Reset();
-          item.uItemID = var_value;
-          item.uAttributes = 1;
-          pParty->SetHoldingItem(&item);
-          if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER )
-            pParty->pIsArtifactFound[var_value-500] = 1;
-          return;
-        case VAR_FixedGold:
-          Party::SetGold(var_value);
-          return;
-        case VAR_BaseMight:
-          this->uMight = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BaseIntellect:
-          this->uIntelligence = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BasePersonality:
-          this->uWillpower = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BaseEndurance:
-          this->uEndurance = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BaseSpeed:
-          this->uSpeed = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BaseAccuracy:
-          this->uAccuracy = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_BaseLuck:
-          this->uLuck = (unsigned __int8)var_value;
-          this->PlaySound(SPEECH_92, 0);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_FixedFood:
-          Party::SetFood(var_value);
-          pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-          PlayAwardSound(currPlayerId);
-          return;
-        case VAR_MightBonus:
-          goto LABEL_64;
-        case VAR_IntellectBonus:
-          goto LABEL_68;
-        case VAR_PersonalityBonus:
-          goto LABEL_69;
-        case VAR_EnduranceBonus:
-          goto LABEL_70;
-        case VAR_SpeedBonus:
-          goto LABEL_71;
-        case VAR_AccuracyBonus:
-          goto LABEL_72;
-        case VAR_LuckBonus:
-          goto LABEL_73;
-        default:
-          return;
+        bFlashQuestBook = 1;
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+        PlayAwardSound(currPlayerId);
+        this->PlaySound(SPEECH_93, 0);
       }
-    }
-LABEL_64:
-    this->uMightBonus = (unsigned __int8)var_value;
-    this->PlaySound(SPEECH_91, 0);
-    pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-    PlayAwardSound(currPlayerId);
-    return;
-  }
-  if ( var_type <= VAR_FireResistanceBonus )
-  {
-    if ( var_type == VAR_FireResistanceBonus )
-    {
+      _449B7E_toggle_bit(pParty->_quest_bits, var_value, 1u);
+      return;
+    case VAR_PlayerItemInHands:
+      item.Reset();
+      item.uItemID = var_value;
+      item.uAttributes = 1;
+      pParty->SetHoldingItem(&item);
+      if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER )
+        pParty->pIsArtifactFound[var_value-500] = 1;
+      return;
+    case VAR_FixedGold:
+      Party::SetGold(var_value);
+      return;
+    case VAR_RandomGold:
+      v6 = rand() % var_value + 1;
+      Party::SetGold(v6);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      GameUI_DrawFoodAndGold();
+      return;
+    case VAR_FixedFood:
+      Party::SetFood(var_value);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_RandomFood:
+      v7 = rand() % var_value + 1;
+      Party::SetFood(v7);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      GameUI_DrawFoodAndGold();
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseMight:
+      this->uMight = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseIntellect:
+      this->uIntelligence = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BasePersonality:
+      this->uWillpower = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseEndurance:
+      this->uEndurance = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseSpeed:
+      this->uSpeed = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseAccuracy:
+      this->uAccuracy = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BaseLuck:
+      this->uLuck = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MightBonus:
+    case VAR_ActualMight:
+      this->uMightBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_IntellectBonus:
+    case VAR_ActualIntellect:
+      this->uIntelligenceBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PersonalityBonus:
+    case VAR_ActualPersonality:
+      this->uWillpowerBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_EnduranceBonus:
+    case VAR_ActualEndurance:
+      this->uEnduranceBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_SpeedBonus:
+    case VAR_ActualSpeed:
+      this->uSpeedBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_AccuracyBonus:
+    case VAR_ActualAccuracy:
+      this->uAccuracyBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LuckBonus:
+    case VAR_ActualLuck:
+      this->uLuckBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_FireResistance:
+      this->sResFireBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_AirResistance:
+      this->sResAirBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_WaterResistance:
+      this->sResWaterBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_EarthResistance:
+      this->sResEarthBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_SpiritResistance:
+      this->sResSpiritBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MindResistance:
+      this->sResMindBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BodyResistance:
+      this->sResBodyBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LightResistance:
+      this->sResLightBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DarkResistance:
+      this->sResDarkBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MagicResistance:
+      this->sResMagicBase = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_92, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_FireResistanceBonus:
       this->sResFireBonus = (unsigned __int8)var_value;
       this->PlaySound(SPEECH_91, 0);
       pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
       PlayAwardSound(currPlayerId);
       return;
-    }
-    switch ( var_type )
-    {
-      case VAR_ActualIntellect:
-LABEL_68:
-        this->uIntelligenceBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_ActualPersonality:
-LABEL_69:
-        this->uWillpowerBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_ActualEndurance:
-LABEL_70:
-        this->uEnduranceBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_ActualSpeed:
-LABEL_71:
-        this->uSpeedBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_ActualAccuracy:
-LABEL_72:
-        this->uAccuracyBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_ActualLuck:
-LABEL_73:
-        this->uLuckBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_FireResistance:
-        this->sResFireBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_AirResistance:
-        this->sResAirBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_WaterResistance:
-        this->sResWaterBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_EarthResistance:
-        this->sResEarthBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_SpiritResistance:
-        this->sResSpiritBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_MindResistance:
-        this->sResMindBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_BodyResistance:
-        this->sResBodyBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_LightResistance:
-        this->sResLightBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_DarkResistance:
-        this->sResDarkBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      case VAR_MagicResistance:
-        this->sResMagicBase = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_92, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      default:
-        return;
-    }
-    return;
-  }
-  HIWORD(v15) = 0;
-  if ( var_type > VAR_DisarmTrapSkill )
-  {
-    if ( var_type != VAR_LearningSkill )
-    {
-      if ( var_type <= VAR_LearningSkill )
-        return;
-      if ( var_type <= VAR_Eradicated )
-      {
-        this->SetCondition(var_type - 105, 1);
-      }
-      else
-      {
-        if ( var_type != VAR_MajorCondition )
-        {
-          if ( var_type > VAR_MajorCondition && var_type <= VAR_MapPersistentVariable_99 )
-            byte_5E4C15[var_type] = var_value;
-          return;
-        }
-        memset(this, 0, 0xA0u);
-      }
+    case VAR_AirResistanceBonus:
+      this->sResAirBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_WaterResistanceBonus:
+      this->sResWaterBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_EarthResistanceBonus:
+      this->sResEarthBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_SpiritResistanceBonus:
+      this->sResSpiritBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MindResistanceBonus:
+      this->sResMindBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_BodyResistanceBonus:
+      this->sResBodyBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_LightResistanceBonus:
+      this->sResLightBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DarkResistanceBonus:
+      this->sResDarkBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PhysicalResistanceBonus:
+      Error("Physical res. bonus not used");
+      return;
+    case VAR_MagicResistanceBonus:
+      this->sResMagicBonus = (unsigned __int8)var_value;
+      this->PlaySound(SPEECH_91, 0);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Cursed:
+      this->SetCondition(Condition_Cursed, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Weak:
+      this->SetCondition(Condition_Weak, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Asleep:
+      this->SetCondition(Condition_Sleep, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Afraid:
+      this->SetCondition(Condition_Fear, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Drunk:
+      this->SetCondition(Condition_Drunk, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Insane:
+      this->SetCondition(Condition_Insane, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PoisonedGreen:
+      this->SetCondition(Condition_Poison1, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DiseasedGreen:
+      this->SetCondition(Condition_Disease1, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PoisonedYellow:
+      this->SetCondition(Condition_Poison2, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DiseasedYellow:
+      this->SetCondition(Condition_Disease2, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PoisonedRed:
+      this->SetCondition(Condition_Poison3, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_DiseasedRed:
+      this->SetCondition(Condition_Disease3, 1);
       pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
       PlayAwardSound(currPlayerId);
       return;
-    }
-  }
-  else
-  {
-    if (var_type != VAR_DisarmTrapSkill)
-    {
-      if ( var_type <= VAR_BodyResistanceBonus )
+    case VAR_Paralyzed:
+      this->SetCondition(Condition_Paralyzed, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Unconsious:
+      this->SetCondition(Condition_Unconcious, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Dead:
+      this->SetCondition(Condition_Dead, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Stoned:
+      this->SetCondition(Condition_Pertified, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_Eradicated:
+      this->SetCondition(Condition_Eradicated, 1);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_MajorCondition:
+      memset(this, 0, 0xA0u);
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_AutoNotes:
+      if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_autonote_bits[((signed __int16)var_value - 1) >> 3]) //&& (&dword_723718_autonote_related)[8 * a3] )
+        && pAutonoteTxt[var_value-1].pText )
       {
-        switch ( var_type )
-        {
-        case VAR_BodyResistanceBonus:
-          this->sResBodyBonus = (unsigned __int8)var_value;
-          break;
-        case VAR_AirResistanceBonus:
-          this->sResAirBonus = (unsigned __int8)var_value;
-          break;
-        case VAR_WaterResistanceBonus:
-          this->sResWaterBonus = (unsigned __int8)var_value;
-          break;
-        case VAR_EarthResistanceBonus:
-          this->sResEarthBonus = (unsigned __int8)var_value;
-          break;
-        case VAR_SpiritResistanceBonus:
-          this->sResSpiritBonus = (unsigned __int8)var_value;
-          break;
-        default:
-          if ( var_type != 62 )
-            return;
-          this->sResMindBonus = (unsigned __int8)var_value;
-          break;
-        }
-        this->PlaySound(SPEECH_91, 0);
         pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
+        this->PlaySound(SPEECH_96, 0);
+        bFlashAutonotesBook = 1;
+        _506568_autonote_type = pAutonoteTxt[var_value-1].eType;// dword_72371C[2 * a3];
       }
-      if ( var_type == VAR_LightResistanceBonus )
-      {
-        this->sResLightBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      }
-      if ( var_type == VAR_DarkResistanceBonus )
-      {
-        this->sResDarkBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      }
-      if ( var_type == VAR_MagicResistanceBonus )
-      {
-        this->sResMagicBonus = (unsigned __int8)var_value;
-        this->PlaySound(SPEECH_91, 0);
-        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-        PlayAwardSound(currPlayerId);
-        return;
-      }
-      if ( var_type <= VAR_MagicResistanceBonus || var_type > VAR_DiplomacySkill )
-        return;
-    }
+      _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1u);
+      PlayAwardSound(currPlayerId);
+      return;
+    case VAR_PlayerBits:
+      _449B7E_toggle_bit((unsigned char *)field_1A50, var_value, 1u);
+      return;
+    case VAR_NPCs2:
+      pParty->field_709 = 0;
+      LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u;
+      pParty->CountHirelings();
+      viewparams->bRedrawGameUI = true;
+      return;
+    case VAR_NumSkillPoints:
+      this->uSkillPoints = var_value;
+      return;
+    case VAR_Counter1:
+    case VAR_Counter2:
+    case VAR_Counter3:
+    case VAR_Counter4:
+    case VAR_Counter5:
+    case VAR_Counter6:
+    case VAR_Counter7:
+    case VAR_Counter8:
+    case VAR_Counter9:
+    case VAR_Counter10:
+      pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed; //           *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44300] = LODWORD(pParty->uTimePlayed);*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44304] = HIDWORD(pParty->uTimePlayed);
+      return;
+    case VAR_ReputationInCurrentLocation:
+      v24 = &pOutdoor->ddm;
+      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
+        v24 = &pIndoor->dlv;
+      v24->uReputation = var_value;
+      if ( var_value > 10000 )
+        v24->uReputation = 10000;
+      return;
+    case VAR_GoldInBank:
+      pParty->uNumGoldInBank = var_value;
+      return;
+    case VAR_NumDeaths:
+      pParty->uNumDeaths = var_value;
+      return;
+    case VAR_NumBounties:
+      pParty->uNumBountiesCollected = var_value;
+      return;
+    case VAR_PrisonTerms:
+      pParty->uNumPrisonTerms = var_value;
+      return;
+    case VAR_ArenaWinsPage:
+      pParty->uNumArenaPageWins = var_value;
+      return;
+    case VAR_ArenaWinsSquire:
+      pParty->uNumArenaSquireWins = var_value;
+      return;
+    case VAR_ArenaWinsKnight:
+      pParty->uNumArenaKnightWins = var_value;
+      return;
+    case VAR_ArenaWinsLord:
+      pParty->uNumArenaLordWins = var_value;
+      return;
+  }
+
+  if (var_type >= VAR_StaffSkill && var_type <= VAR_LearningSkill)
+  {
+    HIWORD(v15) = 0;
+
+    v16 = (int)((char *)&this->pConditions[16] + 2 * var_type);
+    v17 = *(char *)v16;
+    if ( var_value <= 63 )
+    {
+      LOWORD(v15) = (unsigned __int8)var_value;
+      v18 = v15 | v17 & 63;
+    }
+    else
+    {
+      LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0);
+    }
+    *(short *)v16 = v18;
+    pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+    PlayAwardSound(currPlayerId);
+    return;
   }
   
-  v16 = (int)((char *)&this->pConditions[16] + 2 * var_type);
-  v17 = *(char *)v16;
-  if ( var_value <= 63 )
-  {
-    LOWORD(v15) = (unsigned __int8)var_value;
-    v18 = v15 | v17 & 63;
-  }
-  else
-  {
-    LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0);
-  }
-  *(short *)v16 = v18;
-  pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
-  PlayAwardSound(currPlayerId);
-  return;
 }
 
 
@@ -5997,6 +6013,21 @@
   pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 0);
 }
 
+void Player::SetSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 newSkillValue, int currPlayerId )
+{
+  unsigned __int16 currSkillValue = this->*skillToSet;
+  if ( newSkillValue > 63 )         //the original had the condition reversed which was probably wrong
+  {
+    this->*skillToSet = newSkillValue | currSkillValue & 63;
+  }
+  else
+  {
+    this->*skillToSet = newSkillValue | currSkillValue & 0xC0;
+  }
+  pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId);
+  PlayAwardSound(currPlayerId);
+}
+
 //----- (0044AFFB) --------------------------------------------------------
 void Player::AddVariable(enum VariableType var_type, signed int val)
 {